Releases: AEAOfficial/AEA-Mod-Pack
Releases · AEAOfficial/AEA-Mod-Pack
AEA 1.4.8N BETA - No OST
Update Version 1.4.8N
- Raised price and build speed of T1 helicopter
- Slightly raised price of T1 Artillery mech (1400 to 1600)
- Leviathan polished (looks cooler - thx @[AEA] Lithium )
- Reworked the Paladin Mech ( @selamat pagi ), has mostly the same stats, but a small flak based AA, and now has small grenade launchers, which do a little less direct damage than the original, but more AOE.
- Riflemen speed back to 1 (from .9) and range to 140 (from 120) but HP now to 15 (from 30) and price to $75 from $50.
- Zephyr is more effective against streamlined riflemen, does more AOE and targets faster
- Experimental Gunship movement speed nerfed (.8 to .7)
- Reworked build lists of Experimental Spider and PCW, to build more useful things for late-game.
- A few other minor bug/balance fixes
AEA 1.4.8
Update Version 1.4.8
- Full integration with new 1.14 update for main.
- Made mortar infantry a bit cheaper
- Currently excludes all of the new units, but includes the new turret designs.
- Excludes the fabricator/extractor changes, in fact, this update makes some Eco options even cheaper than before.
- Upgrade times for fabricators decreased
- Credit factory t1 slightly cheaper now
- Upgrade prices for later tier extractors decreased
- Decreased prices for some late tier experimentals
AEA 1.4.7 - The Uranium Update
Update 1.4.7
- Added a new resource, "Uranium". Uranium is used to build many powerful units such as Experimentals. They will cost both credits, and this uranium. The purpose is to help prevent rushing of single powerful units.
- Extractors can now be upgraded up to T-8, Uranium will start to be extracted at T-5.
- You can also convert Uranium to Credits (or vice versa) using the Converter Factory.
- Made many balance changes in most units, WAY too many to point out every specific one in here (For specific details, all changes were logged in the betas changelogs).
- The main points:
- Hackers build limit increased to 8.
- Helicopters now release units from the front, so might be useful for hackers wink
- Many mid tier land factory units are now useful with buffs and price nerfs.
- Minigun mech can now enter an overcharge mode, which sacrifices movement speed and shields to ramp up its main minigun RPM.
- Swallow tails rebalanced, less HP.
- T1 artillery tank range buffed to 310 ( can now out range a rocket turret)
- Tesla mech HP nerfed
- Scout bot added to command center
- Chronoshift now has 36 transport slots
- Many other minor bug/balance fixes.
New beta branch will be started to implement main game beta units once it is either integrated with the 64 bit version, or released to the main version. What ever comes first.
AEA 1.4.6
Update Version 1.4.6
- Swallow tails HP now 300, shield 600 (nerf)
- Tesla mechs HP nerfed from 2000 to 1500, slightly less DMG per shot, but more effective against shields now
- Artillery t1 now has 310 range, can out range a rocket turret
- Artillery mech builds slightly faster, a bit cheaper
- Heavy Artillery tank range buffed to 320, laser defense nerfed.
- Achilles HP slightly nerfed, price increased
- Many land factory units decreased in price/build faster/stat buffs
- Mechs take a bit longer to build now
- Mech engineer can no longer build rocket mech or plasma mech
- Minigun mech new ability, overcharge. Can ramp up its gun to shoot extremely fast, but weakens its shields/movement speed/range
- Mothership build list reworked
- Hackers no longer fit in flying fortresses (only)
- Experimental Scorpion now takes 8 movement slots instead of 6
- Many infantry units buffed, T3 barracks cheaper/faster to get
- Xan commander price to $25k from $21k
- T3 land turret cheaper, slightly longer range (310)
- Sabers do more damage now, but range decreased
- Light gunships build faster
- Plasma snipers have a bit more shield now, less movement speed
- Many other minor bug/balance fixes
AEA 1.4.5
Update Version 1.4.5
- Nerfed Apocalypse tank speed, AA, price to $8000, longer build time
- Many mechs take slightly longer to build now
- AA missile tank price to $3000, slightly lowered HP/shield
- light/heavy cannon DPS slightly increased
- Heavy destroyer does a bit more AOE against air now
- Apache DPS slightly nerfed|
- Plasma sniper given a bit more shield, nerfed speed from .7 to .6
- Command center HP nerfed from 8000hp to 5000hp
- A few other minor bug/balance fixes
AEA 1.4.4
Update Version 1.4.4
- Removed t1 submarine, replaced with Recon Sub in t1
- Replaced Siege tank with Behemoth Tank, similar in stats/price. Mainly a bullet sponge unit, but with a bit more punch.
- Achilles now does single target damage only, less powerful
- Added new Navy unit, $28k Heavy Destroyer. It has long range, powerful cannons, and good maneuverability. Weak to air.
- Removed the LRS and Target sub
- Several land factory units movement speeds slightly buffed
- Tesla tank range slightly buffed
- Experimental mammoth tank renamed to "Apocalypse tank", slightly buffed AA attack and range
- Experimental Tank price from $16800k to $14k, moves slower and shoots slower, but about the same DPS.
- King Kryptor now has some experimental armor, can tank air spam a bit better now
- Infantry sniper deployed range is now 360, dmg slightly lower and can barely tickle buildings now
- Several infantry taken down in price
- Ghost now does more DPS, moves faster in stealth mode
- MG infantry buffed all stats slightly
- Mothership can build Tesla mechs and Heavy mobile turrets now
- Experimental SAM tank moves slightly slower now, builds slower
- Assault mech movement speed back to .4, from .5
- Amphibious warship can now build Phantom Scouts
- Command center now has more HP, does AOE with more DPS
- Heavy missile ship price from $16k to $15k
- Many other minor bug/balance fixes
AEA 1.4.3
Update Version 1.4.3
- Builders no longer have attack capabilities
- MG Turret removed
- Hovertanks now take longer to build
- Experimental turtle moves slightly slower, but has experimental armor equal to the Scorpion now, and does VERY heavy nuclear damage on death.
- Slightly buffed most infantry (ex: Ghost runs faster while cloaked now)
- Many T2 land factory units prices very slightly lowered
- Artillery mech has more HP now, cost bumped back up to $1600
- Assault mech health slightly nerfed again, builds mini-mechs much slower now
- AA Mech nerfed slightly
- Many other minor bug/balance fixes
AEA 1.4.2
Update Version 1.4.2
- Plasma sniper, nerfed its health and speed slightly, takes slightly longer to build now
- Slightly buffed Missile Airships attack and movement speed, takes slightly longer to build now
- Assault mechs health nerfed slightly, can move a bit faster
- Science vessel has faster repair speed, and can build things at a farther range now
- Combat engineer build list cleaned up/made better
- Mech engineer also cleaned up build list, added a few things, including t3 barracks and extractors
- Bunker turrets DPS very slightly buffed
- Artillery mech price from $1600 to $1500
- Apache helicopter movement speed slightly decreased
- Heavy Missile Aircraft health slightly nerfed, from 2600 to 2300
- Bombers movement speed slightly nerfed, from .9 to .8
- Bombers do half damage to subs now
- A few other minor bug/balance fixes
AEA 1.4.1
Update Version 1.4.1
- Slightly buffed all infantry units Damage and Movement speed stats
- Removed the Lynx and HoundAPC
- T3 barracks now costs $9k, takes 2 minutes to upgrade
- Xan Commander now costs $21k, takes 165 seconds to build
- Nerfed Heavy Missile Aircraft movement speed slightly
- Mothership DPS slightly buffed
- The Titan now builds a little faster, price to $245k
- The Planetary Colonization Walker now costs $315k to build, but is MUCH more powerful now. It can now build Science Vessels. Still weak to air.
- LRS price to $7000 from $7550
- Many other minor balance/bug fixes
AEA 1.4.0 (Version E) - The Dread Update
- ADDED INFANTRY: 6 New infantry units, from Sushimakis infantry mod and Sylvian Mettle.
- Added: (T1) Riflemen, RPG Infantry, and Mortar Low stats but can be spammed at a cheap price
- Added: (T2) Sniper infantry, must take out it's sniper to attack, but has long range and vision. Reduced damage to buildings.
- Added: (T2) The Hacker. Can only build 5 at a time, these small engineers can hijack enemy buildings and units, to turn them on your side.
- Added: (T2): Xan Commander. A "hero" unit, can only have 1 at a time. Costs $18k but is fast, agile, and packs a hell of a punch. Low HP, cannot be healed by repair bays.
- Repurposed the t1 helicopter. Cost from $700 to $500, can now transport infantry units. Lands when not activley moving over land.
- Readded chronoshift, costs $50k now, builds slightly faster, and now takes 8 minutes to charge instead of 10.
- Limited grandslam bombers to a max of 5.
- Minigun mech shield buffed from 1000 to 1200
- Phantom scout price from $5000 to $4200
- Nerfed laser tanks damage/range
- Experimental Tank now costs $16800 instead of $14000
- Flying fortress can no longer build Zephyrs or Laser Tanks, builds all units slower
- Walls can now be upgraded to T2 for additional health. All walls can now open/close for unit passage
- Slightly Buffed Basic and light minigun mechs
- Reworked mobile turret - costs $3800 now but has slightly longer range when deployed, less damage.
- Reworked T2 and T3 land turrets. T2 shoots faster but its DPS hasn't changed much, T3 cost $11k to upgrade instead of $14k, has better damage/hp but less range.
- EMP AA now has to be upgraded from T1 SAM turret
- Slightly nerfed Scouts fog of war
- Many other minor bug/balance fixes
- Made infantry barracks into 3 tiers, rearranged the units.
- Fixed the cyborg (hopefully)
- Added new infantry, and a troop carrier
- other minor bug/balance fixes
- Ok, hopefully THIS fixes the Xan Commander
- Reworked it's projectiles, it's slightly weaker but looks cooler.
- Put its range and movement speed back up to where they were in version A
- aight this better fucking fix it
- Xan commander now has cool death sounds
- Fixed the chronoshift, buffed range
- Made Xan more expensive